class
jjPLAYER
Constructors, destructors, conversion operators
-
jjPLAYER(LevelScriptLoader* levelScripts,
Actors::
Player* player) - ~jjPLAYER()
Public functions
- auto operator=(const jjPLAYER& o) -> jjPLAYER&
-
auto get_score() const -> std::
int32_t -
auto set_score(std::
int32_t value) -> std:: int32_t -
auto get_scoreDisplayed() const -> std::
int32_t -
auto set_scoreDisplayed(std::
int32_t value) -> std:: int32_t -
auto setScore(std::
int32_t value) -> std:: int32_t - auto get_xPos() const -> float
- auto set_xPos(float value) -> float
- auto get_yPos() const -> float
- auto set_yPos(float value) -> float
- auto get_xAcc() const -> float
- auto set_xAcc(float value) -> float
- auto get_yAcc() const -> float
- auto set_yAcc(float value) -> float
- auto get_xOrg() const -> float
- auto set_xOrg(float value) -> float
- auto get_yOrg() const -> float
- auto set_yOrg(float value) -> float
- auto get_xSpeed() -> float
- auto set_xSpeed(float value) -> float
- auto get_ySpeed() -> float
- auto set_ySpeed(float value) -> float
- void freeze(bool frozen)
-
auto get_currTile() -> std::
int32_t -
auto startSugarRush(std::
int32_t time) -> bool -
auto get_health() const -> std::
int8_t -
auto set_health(std::
int8_t value) -> std:: int8_t -
auto get_fastfire() const -> std::
int32_t -
auto set_fastfire(std::
int32_t value) -> std:: int32_t -
auto get_currWeapon() const -> std::
int8_t -
auto set_currWeapon(std::
int8_t value) -> std:: int8_t -
auto get_lives() const -> std::
int32_t -
auto set_lives(std::
int32_t value) -> std:: int32_t -
auto get_invincibility() const -> std::
int32_t -
auto set_invincibility(std::
int32_t value) -> std:: int32_t -
auto get_blink() const -> std::
int32_t -
auto set_blink(std::
int32_t value) -> std:: int32_t -
auto extendInvincibility(std::
int32_t duration) -> std:: int32_t -
auto get_food() const -> std::
int32_t -
auto set_food(std::
int32_t value) -> std:: int32_t -
auto get_coins() const -> std::
int32_t -
auto set_coins(std::
int32_t value) -> std:: int32_t -
auto testForCoins(std::
int32_t numberOfCoins) -> bool -
auto get_gems(std::
uint32_t type) const -> std:: int32_t -
auto set_gems(std::
uint32_t type, std:: int32_t value) -> std:: int32_t -
auto testForGems(std::
int32_t numberOfGems, std:: uint32_t type) -> bool -
auto get_shieldType() const -> std::
int32_t -
auto set_shieldType(std::
int32_t value) -> std:: int32_t -
auto get_shieldTime() const -> std::
int32_t -
auto set_shieldTime(std::
int32_t value) -> std:: int32_t -
auto get_rolling() const -> std::
int32_t -
auto set_rolling(std::
int32_t value) -> std:: int32_t -
auto get_playerID() const -> std::
int8_t -
auto get_localPlayerID() const -> std::
int32_t - auto get_running() const -> bool
- auto set_running(bool value) -> bool
-
auto get_stoned() -> std::
int32_t -
auto set_stoned(std::
int32_t value) -> std:: int32_t -
void suckerTube(std::
int32_t xSpeed, std:: int32_t ySpeed, bool center, bool noclip, bool trigSample) -
void poleSpin(float xSpeed,
float ySpeed,
std::
uint32_t delay) - void spring(float xSpeed, float ySpeed, bool keepZeroSpeeds, bool sample)
- auto get_isConnecting() const -> bool
- auto get_isIdle() const -> bool
- auto get_isOut() const -> bool
- auto get_isSpectating() const -> bool
- auto get_isInGame() const -> bool
- auto get_name() const -> String
- auto get_nameUnformatted() const -> String
- auto setName(const String& name) -> bool
-
auto get_light() const -> std::
int8_t -
auto set_light(std::
int8_t value) -> std:: int8_t -
auto get_fur() const -> std::
uint32_t -
auto set_fur(std::
uint32_t value) -> std:: uint32_t -
void getFur(std::
uint8_t& a, std:: uint8_t& b, std:: uint8_t& c, std:: uint8_t& d) const -
void setFur(std::
uint8_t a, std:: uint8_t b, std:: uint8_t c, std:: uint8_t d) - auto get_noFire() const -> bool
- auto set_noFire(bool value) -> bool
- auto get_antiGrav() const -> bool
- auto set_antiGrav(bool value) -> bool
- auto get_invisibility() const -> bool
- auto set_invisibility(bool value) -> bool
- auto get_noclipMode() const -> bool
- auto set_noclipMode(bool value) -> bool
-
auto get_lighting() const -> std::
uint8_t -
auto set_lighting(std::
uint8_t value) -> std:: uint8_t -
auto resetLight() -> std::
uint8_t - auto get_playerKeyLeftPressed() -> bool
- auto get_playerKeyRightPressed() -> bool
- auto get_playerKeyUpPressed() -> bool
- auto get_playerKeyDownPressed() -> bool
- auto get_playerKeyFirePressed() -> bool
- auto get_playerKeySelectPressed() -> bool
- auto get_playerKeyJumpPressed() -> bool
- auto get_playerKeyRunPressed() -> bool
- void set_playerKeyLeftPressed(bool value)
- void set_playerKeyRightPressed(bool value)
- void set_playerKeyUpPressed(bool value)
- void set_playerKeyDownPressed(bool value)
- void set_playerKeyFirePressed(bool value)
- void set_playerKeySelectPressed(bool value)
- void set_playerKeyJumpPressed(bool value)
- void set_playerKeyRunPressed(bool value)
-
auto get_powerup(std::
uint8_t index) -> bool -
auto set_powerup(std::
uint8_t index, bool value) -> bool -
auto get_ammo(std::
uint8_t index) const -> std:: int32_t -
auto set_ammo(std::
uint8_t index, std:: int32_t value) -> std:: int32_t -
auto offsetPosition(std::
int32_t xPixels, std:: int32_t yPixels) -> bool -
auto warpToTile(std::
int32_t xTile, std:: int32_t yTile, bool fast) -> bool -
auto warpToID(std::
uint8_t warpID, bool fast) -> bool -
auto morph(bool rabbitsOnly,
bool morphEffect) -> std::
uint32_t -
auto morphTo(std::
uint32_t charNew, bool morphEffect) -> std:: uint32_t -
auto revertMorph(bool morphEffect) -> std::
uint32_t -
auto get_charCurr() const -> std::
uint32_t - void kill()
-
auto hurt(std::
int8_t damage, bool forceHurt, jjPLAYER* attacker) -> bool -
auto get_timerState() const -> std::
uint32_t - auto get_timerPersists() const -> bool
- auto set_timerPersists(bool value) -> bool
-
auto timerStart(std::
int32_t ticks, bool startPaused) -> std:: uint32_t -
auto timerPause() -> std::
uint32_t -
auto timerResume() -> std::
uint32_t -
auto timerStop() -> std::
uint32_t -
auto get_timerTime() const -> std::
int32_t -
auto set_timerTime(std::
int32_t value) -> std:: int32_t - void timerFunction(const String& functionName)
- void timerFunctionPtr(void* function)
- void timerFunctionFuncPtr(void* function)
- auto activateBoss(bool activate) -> bool
-
auto limitXScroll(std::
uint16_t left, std:: uint16_t width) -> bool - void cameraFreezeFF(float xPixel, float yPixel, bool centered, bool instant)
- void cameraFreezeBF(bool xUnfreeze, float yPixel, bool centered, bool instant)
- void cameraFreezeFB(float xPixel, bool yUnfreeze, bool centered, bool instant)
- void cameraFreezeBB(bool xUnfreeze, bool yUnfreeze, bool centered, bool instant)
- void cameraUnfreeze(bool instant)
-
void showText(const String& text,
std::
uint32_t size) -
void showTextByID(std::
uint32_t textID, std:: uint32_t offset, std:: uint32_t size) -
auto get_fly() const -> std::
uint32_t -
auto set_fly(std::
uint32_t value) -> std:: uint32_t -
auto fireBulletDirection(std::
uint8_t gun, bool depleteAmmo, bool requireAmmo, std:: uint32_t direction) -> std:: int32_t -
auto fireBulletAngle(std::
uint8_t gun, bool depleteAmmo, bool requireAmmo, float angle) -> std:: int32_t - auto get_cameraX() const -> float
- auto get_cameraY() const -> float
-
auto get_deaths() const -> std::
int32_t - auto get_isJailed() const -> bool
- auto get_isZombie() const -> bool
-
auto get_lrsLives() const -> std::
int32_t -
auto get_roasts() const -> std::
int32_t -
auto get_laps() const -> std::
int32_t -
auto get_lapTimeCurrent() const -> std::
int32_t -
auto get_lapTimes(std::
uint32_t index) const -> std:: int32_t -
auto get_lapTimeBest() const -> std::
int32_t - auto get_isAdmin() const -> bool
-
auto hasPrivilege(const String& privilege,
std::
uint32_t moduleID) const -> bool - auto doesCollide(const jjOBJ* object, bool always) const -> bool
-
auto getObjectHitForce(const jjOBJ& target) const -> std::
int32_t -
auto objectHit(jjOBJ* target,
std::
int32_t force, std:: uint32_t playerHandling) -> bool - auto isEnemy(const jjPLAYER* victim) const -> bool
Public variables
- float jumpStrength
-
std::
int8_t frozen -
std::
int32_t warpID -
std::
int32_t bossNumber -
std::
int32_t boss - bool bossActive
-
std::
int8_t direction -
std::
int32_t platform -
std::
int32_t flag -
std::
int32_t clientID - bool team
-
std::
int32_t specialJump -
std::
int32_t buttstomp -
std::
int32_t helicopter -
std::
int32_t helicopterElapsed -
std::
int32_t specialMove -
std::
int32_t idle - bool isLocal
- bool isActive
-
std::
uint32_t charOrig -
std::
int32_t subscreenX -
std::
int32_t subscreenY -
std::
uint32_t charCurr -
std::
uint16_t curAnim -
std::
uint32_t curFrame -
std::
uint8_t frameID